diff --git a/modules/base/shaders/path_fs.glsl b/modules/base/shaders/path_fs.glsl index 60535c0aba..25550a137e 100644 --- a/modules/base/shaders/path_fs.glsl +++ b/modules/base/shaders/path_fs.glsl @@ -23,11 +23,10 @@ ****************************************************************************************/ #version __CONTEXT__ -layout(location = 0) in vec4 vs_point_position; -layout(location = 1) flat in int isHour; -layout(location = 2) in vec4 vs_point_color; -//in flat int isHour; -//uniform vec4 campos; +in vec4 vs_point_position; +flat in int isHour; +in vec4 vs_point_color; + uniform vec3 color; #include "ABuffer/abufferStruct.hglsl" diff --git a/modules/base/shaders/path_vs.glsl b/modules/base/shaders/path_vs.glsl index 06f37f3876..5ac609c9ac 100644 --- a/modules/base/shaders/path_vs.glsl +++ b/modules/base/shaders/path_vs.glsl @@ -24,6 +24,13 @@ #version __CONTEXT__ +in vec4 in_point_position; +uniform vec3 color; + +out vec4 vs_point_position; +flat out int isHour; +out vec4 vs_point_color; + uniform mat4 ViewProjection; uniform mat4 ModelTransform; uniform vec4 objectVelocity; @@ -49,15 +56,6 @@ float psc_distance(vec4 v1, vec4 v2) { return distance(v1.xyz, v2.xyz); } -layout(location = 0) in vec4 in_point_position; -//layout(location = 1) in vec4 in_point_color; -uniform vec3 color; -//uniform vec4 campos; - -layout(location = 0) out vec4 vs_point_position; -layout(location = 1) flat out int isHour; -layout(location = 2) out vec4 vs_point_color; - #include "PowerScaling/powerScaling_vs.hglsl" void main() { diff --git a/modules/base/shaders/star_fs.glsl b/modules/base/shaders/star_fs.glsl index efde60046d..d791a21b74 100644 --- a/modules/base/shaders/star_fs.glsl +++ b/modules/base/shaders/star_fs.glsl @@ -35,12 +35,12 @@ uniform float minBillboardSize; uniform int colorOption; -layout(location = 0) in vec4 vs_position; -layout(location = 1) in vec3 ge_brightness; -layout(location = 2) in vec3 ge_velocity; -layout(location = 3) in float ge_speed; -layout(location = 4) in vec2 texCoord; -layout(location = 5) in float billboardSize; +in vec4 vs_position; +in vec3 ge_brightness; +in vec3 ge_velocity; +in float ge_speed; +in vec2 texCoord; +in float billboardSize; #include "ABuffer/abufferStruct.hglsl" #include "ABuffer/abufferAddToBuffer.hglsl" diff --git a/modules/base/shaders/star_ge.glsl b/modules/base/shaders/star_ge.glsl index 80c87ca9db..252ca50a79 100644 --- a/modules/base/shaders/star_ge.glsl +++ b/modules/base/shaders/star_ge.glsl @@ -37,18 +37,18 @@ const vec2 corners[4] = vec2[4]( layout(points) in; layout(triangle_strip, max_vertices = 4) out; -layout(location = 0) in vec4 psc_position[]; -layout(location = 1) in vec3 vs_brightness[]; -layout(location = 2) in vec3 vs_velocity[]; -layout(location = 3) in float vs_speed[]; -layout(location = 4) in vec4 cam_position[]; +in vec4 psc_position[]; +in vec3 vs_brightness[]; +in vec3 vs_velocity[]; +in float vs_speed[]; +in vec4 cam_position[]; -layout(location = 0) out vec4 vs_position; -layout(location = 1) out vec3 ge_brightness; -layout(location = 2) out vec3 ge_velocity; -layout(location = 3) out float ge_speed; -layout(location = 4) out vec2 texCoord; -layout(location = 5) out float billboardSize; +out vec4 vs_position; +out vec3 ge_brightness; +out vec3 ge_velocity; +out float ge_speed; +out vec2 texCoord; +out float billboardSize; uniform mat4 projection; diff --git a/modules/base/shaders/star_vs.glsl b/modules/base/shaders/star_vs.glsl index efad98230f..5efe1055bf 100644 --- a/modules/base/shaders/star_vs.glsl +++ b/modules/base/shaders/star_vs.glsl @@ -28,16 +28,16 @@ uniform mat4 model; uniform mat4 view; uniform mat4 projection; -layout(location = 0) in vec4 in_position; -layout(location = 1) in vec3 in_brightness; -layout(location = 2) in vec3 in_velocity; -layout(location = 3) in float in_speed; +in vec4 in_position; +in vec3 in_brightness; +in vec3 in_velocity; +in float in_speed; -layout(location = 0) out vec4 psc_position; -layout(location = 1) out vec3 vs_brightness; -layout(location = 2) out vec3 vs_velocity; -layout(location = 3) out float vs_speed; -layout(location = 4) out vec4 cam_position; +out vec4 psc_position; +out vec3 vs_brightness; +out vec3 vs_velocity; +out float vs_speed; +out vec4 cam_position; #include "PowerScaling/powerScaling_vs.hglsl" diff --git a/modules/newhorizons/shaders/crawlingline_vs.glsl b/modules/newhorizons/shaders/crawlingline_vs.glsl index 3614f54cf5..28bd994737 100644 --- a/modules/newhorizons/shaders/crawlingline_vs.glsl +++ b/modules/newhorizons/shaders/crawlingline_vs.glsl @@ -42,7 +42,7 @@ void main() { vec4 tmp = in_position; int id = gl_VertexID; - vec3 black = { 0.f, 0.f, 0.f }; + vec3 black = vec3(0.0); if(id == targetId) vs_color.xyz = black; diff --git a/modules/onscreengui/shaders/gui_fs.glsl b/modules/onscreengui/shaders/gui_fs.glsl index 7652b78703..d37e8c2b4a 100644 --- a/modules/onscreengui/shaders/gui_fs.glsl +++ b/modules/onscreengui/shaders/gui_fs.glsl @@ -26,10 +26,10 @@ uniform sampler2D tex; -layout(location = 1) in vec2 out_uv; -layout(location = 2) in vec4 out_color; +in vec2 out_uv; +in vec4 out_color; -layout(location = 0) out vec4 FragColor; +out vec4 FragColor; void main() { FragColor = out_color * texture(tex, out_uv); diff --git a/modules/onscreengui/shaders/gui_vs.glsl b/modules/onscreengui/shaders/gui_vs.glsl index 12a084717a..f8119ce939 100644 --- a/modules/onscreengui/shaders/gui_vs.glsl +++ b/modules/onscreengui/shaders/gui_vs.glsl @@ -26,12 +26,12 @@ uniform mat4 ortho; -layout(location = 0) in vec2 in_position; -layout(location = 1) in vec2 in_uv; -layout(location = 2) in vec4 in_color; +in vec2 in_position; +in vec2 in_uv; +in vec4 in_color; -layout(location = 1) out vec2 out_uv; -layout(location = 2) out vec4 out_color; +out vec2 out_uv; +out vec4 out_color; void main() { out_uv = in_uv;